[PATCH 1/5] wined3d: Introduce a "state" variable in device_stream_info_from_declaration().
Henri Verbeet
hverbeet at codeweavers.com
Tue Jul 26 12:52:42 CDT 2011
---
dlls/wined3d/device.c | 19 ++++++++++---------
1 files changed, 10 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d3ee3f7..9b6fc96 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -174,8 +174,9 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
void device_stream_info_from_declaration(struct wined3d_device *device,
BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
{
+ const struct wined3d_state *state = &device->stateBlock->state;
/* We need to deal with frequency data! */
- struct wined3d_vertex_declaration *declaration = device->stateBlock->state.vertex_declaration;
+ struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
unsigned int i;
stream_info->use_map = 0;
@@ -189,7 +190,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
for (i = 0; i < declaration->element_count; ++i)
{
const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
- const struct wined3d_stream_state *stream = &device->stateBlock->state.streams[element->input_slot];
+ const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
struct wined3d_buffer *buffer = stream->buffer;
struct wined3d_bo_address data;
BOOL stride_used;
@@ -205,7 +206,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
data.addr = NULL;
stride = stream->stride;
- if (device->stateBlock->state.user_stream)
+ if (state->user_stream)
{
TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
data.buffer_object = 0;
@@ -221,13 +222,13 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
* sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
* around to some big value. Hope that with the indices, the driver wraps it back internally. If
* not, drawStridedSlow is needed, including a vertex buffer path. */
- if (device->stateBlock->state.load_base_vertex_index < 0)
+ if (state->load_base_vertex_index < 0)
{
WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
- device->stateBlock->state.load_base_vertex_index);
+ state->load_base_vertex_index);
data.buffer_object = 0;
data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
- if ((UINT_PTR)data.addr < -device->stateBlock->state.load_base_vertex_index * stride)
+ if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
{
FIXME("System memory vertex data load offset is negative!\n");
}
@@ -262,7 +263,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
/* TODO: Assuming vertexdeclarations are usually used with the
* same or a similar shader, it might be worth it to store the
* last used output slot and try that one first. */
- stride_used = vshader_get_input(device->stateBlock->state.vertex_shader,
+ stride_used = vshader_get_input(state->vertex_shader,
element->usage, element->usage_idx, &idx);
}
else
@@ -310,7 +311,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
}
device->num_buffer_queries = 0;
- if (!device->stateBlock->state.user_stream)
+ if (!state->user_stream)
{
WORD map = stream_info->use_map;
@@ -323,7 +324,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
if (!(map & 1)) continue;
element = &stream_info->elements[i];
- buffer = device->stateBlock->state.streams[element->stream_idx].buffer;
+ buffer = state->streams[element->stream_idx].buffer;
wined3d_buffer_preload(buffer);
/* If the preload dropped the buffer object, update the stream info. */
--
1.7.3.4
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